History Classes / DungeonsAndDragons

8th Jul '17 6:04:22 PM MBG
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* LethalJokeCharacter: Each level of Mystic Theurge grants the character one level in "any one arcane spellcasting class" and "any one divine spellcasting class". However, it is never defined exactly what an "arcane spellcasting class" or a "divine spellcasting class" is. Most interpretations are that an "arcane spellcasting class" is a class that casts arcane spells (same for divine), plus any other class that specifically state they benefit from levels in 'any one arcane/divine spellcasting class'. However, [[ExactWords since the class does not mention that each class can be picked only once]], a character that can somehow cast both 2nd level arcane and divine spells can apply both levels of Mystic Theurge to the same class, effectivly DOUBLING the speed at which the character gains spellcasting ability for 10 levels.
** TheRedMage: Probably the purest example D&D has to offer, since the mystic theurge casts both cleric and wizard spells, but will never be as good at either as a single-class character of the same level.

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* LethalJokeCharacter: Each level of Mystic Theurge grants the character one level in "any one arcane spellcasting class" and "any one divine spellcasting class". However, it is never defined exactly what an "arcane spellcasting class" or a "divine spellcasting class" is. Most interpretations are that an "arcane spellcasting class" is a class that casts arcane spells (same for divine), plus any other class that specifically state they benefit from levels in 'any one arcane/divine spellcasting class'. However, [[ExactWords since the class does not mention that each class can be picked only once]], a character that can somehow cast both 2nd level arcane and divine spells can apply both levels of Mystic Theurge to the same class, effectivly DOUBLING the speed at which the character gains spellcasting ability for 10 levels.
**
TheRedMage: Probably the purest example D&D has to offer, since the mystic theurge casts both cleric and wizard spells, but will never be as good at either as a single-class character of the same level.
8th Jul '17 12:02:23 PM MBG
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* MageKiller: Practically the only thing they consistently outperform every other class in across the editions is getting around the enemy fighting line quickly and locking down their mage.

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* MageKiller: Practically the only thing they consistently outperform every other class in across the editions is getting around the enemy fighting line quickly and locking down their mage. Of course, by 3.x, trying to take down a good mage with the monk's anti-mage abilities is like trying to eat a brick wall while using a really well-made knife and fork.
6th Jul '17 11:01:22 AM WildCardCourier
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A wielder of magic that is derived from a bargain with an extraplanar entity. Warlocks earned their magic from a Pact with an Otherworldly Patron, whether it be an Archfey, one of the Fiends, or a Great Old One, and they grow in power in exchange for fulfilling favours for this entity. Warlocks retain some proficiency with simple weapons and light armour.

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A wielder of magic that is derived from a bargain with an extraplanar entity. Warlocks earned their magic from a Pact with an Otherworldly Patron, whether it be an Archfey, one of the Fiends, or a Great Old One, and they grow in power in exchange for fulfilling favours favors for this entity. Warlocks retain some proficiency with simple weapons and light armour.
armor.



** The original iteration of the Undying Light warlock averted the deal thing entirely. Rather than making a pact with a discrete entity, Undying Light warlocks somehow managed to hook themselves into the basic energy of life, as radiating from the Plane of Positive Energy.
** The Seeker pact may or may not be one, based on the alignment of the deity in question, but the pact itself was inspired by Celestian, the ''Greyhawk'' god of stars, space, and wanderers.

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** The original iteration of the Undying Light warlock averted the deal thing entirely. Rather than making a pact with a discrete entity, Undying Light warlocks somehow managed to hook themselves into the basic energy of life, as radiating from the Plane of Positive Energy.
Energy. The reworked version, the Celestial pact, fully inverts this into an AccordWithAnAngel due to making a Pact with the (good) beings of the ''Upper'' Planes.
** The Seeker pact may or may not be one, based on the alignment of the deity in question, but the pact itself was inspired by Celestian, the ''Greyhawk'' Neutral aligned Greyhawk god of stars, space, and wanderers.



** The Celestial pact can fully invert this into an Accord With An Angel beyond the general inversion of the Fiend covering making deals with the (evil) beings of the Lower Planes while the Celestial calls on the (good) beings of the ''Upper'' Planes.



* MorphWeapon: Warlocks who take the Pact of the Blade can shape their pact-weapon into whatever facet they wish, on the fly. They avoid the normal drawback of this kind of weapon in that the weapon's innate magic grants PossessionImpliesMastery -- but ''only'' for that weapon.

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* MorphWeapon: Warlocks who take the Pact of the Blade can shape their pact-weapon into whatever facet they wish, on the fly. They avoid the normal drawback of this kind of weapon in that the weapon's innate magic grants PossessionImpliesMastery -- but ''only'' for that weapon. The only other drawback is that the pact-weapon is restricted to being just melee weapons.
27th Jun '17 11:24:20 AM Jasin_Moridin
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* LightningBruiser: All Barbarians gain an extra ten feet of movement when not wearing heavy armour at level five, but Eagle Totem Warriors get to hurtle around the battlefield while raging due to also gaining Dash as a bonus action, and anyone who tries an Attack of Opportunity against them has Disadvantage.
26th Jun '17 2:35:48 PM Kytseo
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* WhenAllYouHaveIsAHammer: A crafty Warlock can do a surprising amount with just Eldritch Blast.
26th Jun '17 2:34:14 PM Kytseo
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* WhenAllYouHaveIsAHammer: Open Palm specialists alone can stun enemies, knock them prone, push enemies two squares away, eliminate the enemy's ability to react, and so on. They do all of this by punching them.
19th Jun '17 12:47:13 AM Kytseo
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* DeathOfAThousandCuts: Among melee classes, their up to four attacks in a round are among the highest of any auto-combo. They're also one of the bigger FragileSpeedster classes.


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* FragileSpeedster: Monks have naturally low DPS, and relatively low health, compared to other classes of equal level. They're also among the fastest classes, and can attack up to four times in a single turn.
19th Jun '17 12:40:36 AM Kytseo
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* WeakButSkilled: On one hand, they're one of the FragileSpeedster classes. On the other hand, they can stun enemies, punch mobs off ledges, and other means of enemy-messing, and party-assisting tomfoolery.
5th Jun '17 7:45:25 PM LordInsane
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# Undying Light, warlocks that somehow found a way to draw power from the Plane of Positive Energy.

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# Undying Light, warlocks that somehow found a way to draw power from the Plane of Positive Energy. Later replaced with the Celestial, powerful beings of the Upper Planes.



''Unearthed Arcana: Modern Magic'' article introduces the "Ghost in the Machine" as an otherworldly patron. ''Unearthed Arcana: Light, Dark, Underdark!'' article added the Undying Light "patron". The ''Sword Coast Adventurer's Guide'' added the Undying patron. ''Unearthed Arcana: The Faithful'' article introduced the Seeker Patron, and the Seeker-specific Pact of the Star Chain, which grants the Warlock a number of knowledge-based advantages. ''Unearthed Arcana: Warlock & Wizard'' article introduced more Eldritch Invocations and two new Patrons: the Hexblade, and the Raven Queen.

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''Unearthed Arcana: Modern Magic'' article introduces the "Ghost in the Machine" as an otherworldly patron. ''Unearthed Arcana: Light, Dark, Underdark!'' article added the Undying Light "patron". The ''Sword Coast Adventurer's Guide'' added the Undying patron. ''Unearthed Arcana: The Faithful'' article introduced the Seeker Patron, and the Seeker-specific Pact of the Star Chain, which grants the Warlock a number of knowledge-based advantages. ''Unearthed Arcana: Warlock & Wizard'' article introduced more Eldritch Invocations and two new Patrons: the Hexblade, and the Raven Queen.
Queen. ''Unearthed Arcana: Revised Class Options'' revises the Undying Light into the Celestial patron.



** The current iteration of the Undying Light warlock averts the deal thing entirely. Rather than making a pact with a discrete entity, Undying Light warlocks somehow managed to hook themselves into the basic energy of life, as radiating from the Plane of Positive Energy.

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** The current original iteration of the Undying Light warlock averts averted the deal thing entirely. Rather than making a pact with a discrete entity, Undying Light warlocks somehow managed to hook themselves into the basic energy of life, as radiating from the Plane of Positive Energy.


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** The Celestial pact can fully invert this into an Accord With An Angel beyond the general inversion of the Fiend covering making deals with the (evil) beings of the Lower Planes while the Celestial calls on the (good) beings of the ''Upper'' Planes.
16th May '17 12:44:12 PM kirschwasser
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* SoulPower: Draws on the essence of souls from the past, present, and possibly those who have yet to be born to create pseudo-magical items for a variety of effects, most of which are passive bonuses.
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